Post process scenes after import
Imported scenes can be automatically modified right after import by setting their [i]Custom Script[/i] Import property to a [code]tool[/code] script that inherits from this class.
The [method post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
[codeblock]
tool # needed so it runs in editor
extends EditorScenePostImport
# This sample changes all node names
# Called right after the scene is imported and gets the root node
func post_import(scene):
# change all node names to "modified_[oldnodename]"
iterate(scene)
return scene # remember to return the imported scene
func iterate(node):
if node != null:
node.name = "modified_" + node.name
for child in node.get_children():
iterate(child)
[/codeblock]
https://docs.godotengine.org/en/3.1/getting_started/workflow/assets/importing_scenes.html#custom-script
Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).
Returns the resource folder the imported scene file is located in.
Gets called after the scene got imported and has to return the modified version of the scene.